Talk:FlightGear Multiplayer Server

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Where do the repository live?

Where is the repository located? I have found one at https://sourceforge.net/p/fgms/src/ci/master/tree/, which seem to be the main place these days as the link at the end of the article currently is dead.

Johan G (Talk | contribs) 10:22, 7 May 2019 (EDT)

Working around fgms limitations until HLA has materialized a little more ...

WIP.png Work in progress
This article or section will be worked on in the upcoming hours or days.
See history for the latest developments.
Cquote1.png I had something similar to your JSON/Nasal client working a while ago for ship AIS, but didn't have the time to develop something more substantial.
— stuart (Mon Oct 08). Re: Populate AI Traffic with real traffic.
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Cquote1.png The current MP system probably isn't able to deal with this amount of "traffic" at the client-side - thus, it might make more sense to develop this as a server-side module, that can be run as part of the fgms process.


See this thread for some fgms-related pointers: [1] This is a link to the FlightGear forum.


— Hooray (Mon Oct 08). Re: Populate AI Traffic with real traffic.
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Cquote1.png A combat sim, like T4T, will obviously require much more shared state than just weather/environmental stuff - I think, we have already provided a bunch of related pointers to customize fgms accordingly.
— Hooray (Sat Mar 03). Re: Clouds online.
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Cquote1.png the multiplayer protocol is severely limited already, there's simply a hard limit that can be reached pretty quickly, this also applies to fgms obviously. So, I have also always thought in terms of a separate "environment server" for such state.
— Hooray (Wed Feb 29). Re: Clouds online.
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Cquote1.png But a combat sim using FG such as T4T that aims to have an online presence will need a server for AI gun batteries, supply and demand convoys and many other things one of which will be synchronised clouds..


Hopefully someone might be interested in giving it a go..but it doesn't have to be the normal suspects.


— Bomber (Sat Mar 03). Re: Clouds online.
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Cquote1.png Like I mentioned previously, many of these requirements will be far easier dealt with once the ongoing DIS/HLA work is materializing a little more.


Anything related to the multiplayer system is likely to become obsolete then. I already sent you a number of pointers regarding this. The wiki contains lots of more info, too.

Personally, I am not too eager to work on the MP system for these very reasons, and I guess that applies to most other users knowing C++ and networking basics.


— Hooray (Sat Mar 03). Re: Clouds online.
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Cquote1.png once we have network access in Nasal (i.e. socket support) and possibly a dedicated server-side property tree, it wouldn't be all that complex to come up with a dedicated Nasal interpreter that may run as a "weather server" in a standalone fashion, and push out property updates to all connected clients, similar to the concept employed by Torsten's FGPanel code: [2] This is a link to the FlightGear forum.


On the other hand, all of this is touching a number of areas that will be directly affected by the ongoing HLA work.


— Hooray (Wed Feb 29). Re: Clouds online.
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Cquote1.png Regarding HLA: Please, do feel free to continue working with fgms, I just said that you shouldn't be surprised if/when fgms will eventually be phased out. I also don't expect that to happen during the next 12-18 months, but I'm pretty sure that it will happen. There are more and more core developers aware of the HLA effort and what it is about. And more and more core developers are fully supportive of adopting HLA.
— Hooray (Mon Jan 28). Re: Tilemap support.
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Cquote1.png Adding socket bindings to the Nasal interface would be quite simple, and it is well documented: Howto:Extend_Nasal

One would only need to use PLIB's socket wrappers and expose them via extension functions, or even objects - using Tom's new cppbind framework in simgear/nasal/cppbind.


— Hooray (Mon Jan 28). Re: Tilemap support.
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